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DRUID

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature’s indomitable will.

Proficiencies
Skill Proficiencies (choose two)

Intimidation

Acrobatics

Arcana

Geography & Dungeoneering

Medicine & Herbology

Nature & Beasts

Religion & Culture

Animal Handling

Insight

Perception: Spot

Perception: Vibe

Survival
Saving Throws

INTELLIGENCE

WISDOM
Tool Proficiencies

HERBALISM KIT
Armor Proficiencies
Light Armor,
Medium Armor,
Shields
* Druids will not wear armor
or use shields made of metal
Weapon Proficiencies
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Druid Snapshot
These are some of the special features you will experience as a Druid:
Wild Shape
Taking on the form of a beast is one of the Druid’s specialties.
Whether it’s to gain the strength of a bear or the swiftness of a wolf, you can choose which animal to be each time, based on your level.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Starting at 1st level, Druids gain access to their class’ list of spells.
Your spellcasting attribute is:

WISDOM
Timeless Body
The primal magic that you wield causes you to age more slowly.
Starting at 18th level, for every 10 years that pass, your body ages only 1 year.
Druid Circle
At 2nd level, you choose to identify with a circle of druids.
Your choice also grants you features at 6th, 10th, and 14th level as well.
Circle of the Land
As a member of this circle, your magic is influenced by the land where you are casting at any given time.
Circle of the Stars
The Circle of Stars druids tap into the celestial power of starlight, uncovering hidden wisdom within the constellations.

Hit Points
Hit Die
1d8 per Druid level
Starting HP
8 + CON Modifier
HP at higher levels
1d8 (or 5) + CON Modifier for every Druid level after 1st

Starting Equipment
– A wooden shield or any simple weapon
– A scimitar or any simple melee weapon
– Leather armor
– An explorer’s pack
– A druidic focus

Level
1

Features & Abilities
Spellcasting,
Language: Druidic

Proficiency Bonus
+2

Spellcasting Stats
Total number of
Cantrips
Known
2
★ New ★
1st
Level Spell Slots
2
★ New ★
2nd
Level Spell Slots
–
3rd
Level Spell Slots
–
4th
Level Spell Slots
–
5th
Level Spell Slots
–
6th
Level Spell Slots
–
7th
Level Spell Slots
–
8th
Level Spell Slots
–
9th
Level Spell Slots
–
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Spellcasting Ability

WISDOM
Spell Save DC
8
+ Proficiency. Bonus
+ Wisdom Modifier
Spell Attack Modifier
Proficiency Bonus
+ Wisdom Modifier
Prepared Spells
Wisdom Modifier
+ Druid Level
(minimum of one spell)
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels.
This page shows how many spell slots you have to cast your druid spells at each level. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Druids must prepare their list of spells
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. The spells must be of a level for which you have spell slots. Casting a spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Language: Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Spot check but can’t decipher it without magic.

Level
2

Features & Abilities
Wild Shape
Druid Circle

Proficiency Bonus
+2
<no change>

Spellcasting Stats
Total number of
Cantrips
Known
2
<no change>
1st
Level Spell Slots
3
+1 this level
2nd
Level Spell Slots
–
3rd
Level Spell Slots
–
4th
Level Spell Slots
–
5th
Level Spell Slots
–
6th
Level Spell Slots
–
7th
Level Spell Slots
–
8th
Level Spell Slots
–
9th
Level Spell Slots
–
Wild Shape

You can magically assume the shape of a beast that you have seen before.
Your druid level and life experience determines the beasts you can transform into. At higher levels, you will gain the ability to transform into animals with higher challenge ratings, and fewer limitations. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Stats & Attributes
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
Hit Points
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
Spellcasting
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
Features & Abilities
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
Equipment
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Total number of
Uses
per Long Rest
You can use this feature twice.
You regain expended uses when you finish a short or long rest.
Maximum
Duration
(in hours)
Half your
Druid Level
(rounded down)
Maximum
Challenge
Rating
1/4
Other
Limitations
Wild shape creature may not have a flying speed or a swimming speed
Choose your Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you are casting at any given time.
Circle of the Stars
The Circle of Stars druids tap into the celestial power of starlight, uncovering hidden wisdom within the constellations. They diligently record their observations and preserve their sacred knowledge in ancient and mysterious megalithic sites, safeguarding the secrets of the cosmos for generations to come.

Level
3

Features & Abilities
<none>

Proficiency Bonus
+2
<no change>

Cantrips Known
2
<no change>

Spell Slots
1st Level
4
(+1 this level)
2nd Level
2
(+2 this level)

Level
4

Features & Abilities
Wild Shape Improvement
Ability Score Improvement

Proficiency Bonus
+2
<no change>

Cantrips Known
3
(+1 this level)

Spell Slots
1st Level
4
<no change>
2nd Level
3
(+1 this level)
Wild Shape Improvement
You can magically assume the shape of a beast that you have seen before.
All other features of Wild Shape remain the same as the ability from Level 2, aside from the changes below:
Max Challenge Rating
1/2
Limitations
Creature may not have a flying speed
Uses
2
<no change>
Duration (hours)
Half your Druid Level
(rounded down)
<no change>
Next Wild Shape upgrade at 8th Level
Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Optionally, you may choose a Feat instead of taking Ability Score points. (Speak with the DM about the Feat you would like)

Level
5

Features & Abilities
<none>

Proficiency Bonus
+3
(+1 this level)

Cantrips Known
3
<no change>

Spell Slots
1st Level
4
<no change>
2nd Level
3
<no change>
3rd Level
2
(+2 this level)

Level
6

Features & Abilities
Druid Circle Feature

Proficiency Bonus
+3
(+1 this level)

Cantrips Known
3
<no change>

Spell Slots
1st Level
4
<no change>
2nd Level
3
<no change>
3rd Level
3
<no change>
Druid Circle Feature

Based on the Druid Circle you chose at 2nd level, you will gain one of the features below:
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Star Map
At 2nd level, you’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits:
You know the Guidance cantrip.
You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Level
7

Features & Abilities
<none>

Proficiency Bonus
+3
(+1 this level)

Cantrips Known
3
<no change>

Spell Slots
1st Level
4
<no change>
2nd Level
3
<no change>
3rd Level
3
<no change>
4th Level
1
(+1 this level)